Greenscreen Mod for warband

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bombey

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Hi everyone!  I'm new to modding warband, but i want to make a new prop for warband -  :idea: greenscreen, which is actually simple green cube(with open top). It would be great to record battles, combats and then put them in another scene in photoshop.  I fallowed few tutorials, ****ed up with python but get nothing. :(
  Any suggestions, maybe someone more experienced could make this mod for me and everyone. :D
 
Can you maybe explain a little bit more about the goal here? 

If you want to render only certain things, that can be done... but it's not trivial, and would involve changing a lot of Materials.
 
If you just want to make a greenscreen scene object, that's not hard at all. I actually did that once, except with a pinkscreen (since some of the units I was taking out had green clothing). I just modeled a rectangular plane, threw a pink texture on it and imported it as a scene object. I was just taking static shot, but I suppose it would be possible to do it with video as well? I really don't know.
 
Yeah, if you just want them on a flat green plane, that's easy enough.  Just make a cube with the appropriate materials, cut off the top, set up a collision body, set up the scene as an interior scene, voila.  You'd have to do some minor hacking of Module System, but it's not that bad.

It only gets complicated if you don't want it to be a flat plane.
 
yeah, Its quite simple.

Just make a scene prop that is a rectangular plane kind of thing, add your solid color texture, import in game, go to a MP map in Edit Mode and press CTRL-E set all your entry points and delete all other objects, make sure you have backed up native and made another module for this, and then save the map before you leave and viola!

edit: Person above me said exact same thing lol.
 
Yes i want to make chroma key. It would be yust a big green cube with open top.  But i wanted to ask abaut more technical things.   

So, i make new brf,  import mesh,texture,collusion and save it to  CommonRes ,  save texture.dss to Texture and then  edit  scene_props.txt and add line spr_untitled 0 untitled bo_untitled 0      am i right?
 
You do know it would be much more respected if you actually made scenes in stead of faking them?

The models you use could then be used for other projects as well...

Unless of course you want to do something that is impossible to model/texture?
 
Peralta said:
You do know it would be much more respected if you actually made scenes in stead of faking them?

The models you use could then be used for other projects as well...

Unless of course you want to do something that is impossible to model/texture?

I fail to see what doesn't deserve respect about this? He's trying to create a tool we can all use and enjoy.
 
greenns.jpg


:3
 
bombey,
you may also want to switch off "no lighting" flag for the material for this scene prop, so that game not render shadows or other messing stuff (like one in a Temuzu color painting example above) for the chroma key.

BTW, is not it usually blue screen instead of green?
 
Both green and blue are use depending on the figures used.

Now, make it flat green shade and force the model without any shading.

 
i got problem. :(    i did everything similar like in this tutorial http://forums.taleworlds.com/index.php/topic,136521.msg3284200.html#msg3284200

1-Unrar the content of the file in the mod folder, rock_n_mountain.brf goes to the Resource folder and the .ddr files to the Texture folder from the mod you want to add the objects at.


2-Add this line at the end of the module.ini from the mod you want to add the objects at



Code: [Select]
load_mod_resource = rock_n_mountain
3-Add this lines at the end of the scene_props.txt from the mod you want to add the objects at



Code: [Select]
spr_a_mont-02 0 0 mont-02 co_mont-02 0spr_a_subterraneo-01 0 0 subterraneo-01 co_subterraneo-01 0spr_acantilado-05 0 0 acantilado-05 co_acantilado-05 0spr_a_mont-03 0 0 mont-03 co_mont-03 0spr_a_rock-01 0 0 rock-01 co_rock-01 0spr_a_rock-02 0 0 rock-02 co_rock-02 0spr_acantilado-06 0 0 acantilado-06 co_acantilado-06 0spr_a_columna-01 0 0 columna-01 co_columna-01 0spr_a_mo-wall-01 0 0 mo-wall-01 co_mo-wall-01 0spr_a_rock-03 0 0 rock-03 co_rock-03 0spr_a_cornisa-01 0 0 cornisa-01 co_cornisa-01 0spr_a_cornisa-02 0 0 cornisa-02 co_cornisa-02 0spr_a_estalactita-01 0 0 estalactita-01 co_estalactita-01 0spr_a_cueva-01c2-hole 0 0 cueva-01c2-hole co_cueva-01c2-hole 0spr_a_mo-wall-02 0 0 mo-wall-02 co_mo-wall-02 0spr_a_rock-04 0 0 rock-04 co_rock-04 0spr_a_rock-05 0 0 rock-05 co_rock-05 0spr_a_pasarela-01 0 0 pasarela-01 co_pasarela-01 0spr_a_pasarela-02 0 0 pasarela-02 co_pasarela-02 0spr_a_pasarela-03 0 0 pasarela-03 co_pasarela-03 0spr_acantilado-07 0 0 acantilado-07 co_acantilado-07 0spr_a_rock-06 0 0 rock-06 co_rock-06 0spr_a_mont-01 0 0 mont-01 co_mont-01 0


4-The objects will appear in the editor near to the a letter 'a' in the list of props.

5-If you want to use the objects with Native, copy the content of the folder ModulesNative to a new folder for example ModulesMy_mod and follow from step 1



only with my model, but its not showing up in editor. whats the problem??
 
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